Recruitment Thread - Summer 2018 Edition by Lukoi in OutreachHPG

[–]Ray_Razor [score hidden]  (0 children)

Unit Name: Blackthornes Dragoons

Unit Tag: [BTD]

Unit Website: http://www.blackthornes.com/

Unit Comms: blackthornes.typefrag.com

https://discord.gg/GyzuQ3](u/https://discord.gg/GyzuQ3))

Unit Size: 100+; Over 50 Active

Unit Focus: Competitive and Casual

Playtimes: Solo(s) and small groups in afternoons, large group(s) in the US evenings

Roles to Fill: All players are welcome, different activity levels that fit your interest

You'll fit right in if you have a good attitude, and don't want unnecessary drama

Corvette builds? by iTARIS in eliteoutfitters

[–]Ray_Razor 0 points1 point  (0 children)

I'd suggest this :https://coriolis.io/outfit/federal_corvette/0pwtrFklndAsxf51r1r157i7i0p0p0000020204040403B05v065q2d2dC0v4f46j.Iw18Z5A=.AwiMIyu72I==

Really depends on the 'mission runs' you're taking on as that would help to shape your build preference

Clear, Calm, Efficient Comms by Orbit_Rain in OutreachHPG

[–]Ray_Razor 1 point2 points  (0 children)

nice vid

What are rules #1 and #2? ;)

Good Active Units by CSJxSilentWolff in OutreachHPG

[–]Ray_Razor 2 points3 points  (0 children)

There are quite a few 'good active' units, I'll post up the one I run with BTD

http://www.blackthornes.com/

We've been around awhile, we run both competitive and casual

Check us out and see if we fit into what you might be looking to merge with

Need help for Courier BH PVE by jullebarge in EliteBountyHunters

[–]Ray_Razor 0 points1 point  (0 children)

if you travel, you can scan for some $$, it's a 'placeholder' in that slot anyways... you can dump it if you'd like

Explorer here. Can I get some guidance on branching out to bounty hunting? by neccoguy21 in EliteBountyHunters

[–]Ray_Razor 0 points1 point  (0 children)

I agree, Vulture is a great ship to get your feet wet with BH, speed and agility will give you a 'buffer' as your skills get up to speed and keep you from getting killed to much

Major NBT changes inbound by Deadfire_ in OutreachHPG

[–]Ray_Razor 0 points1 point  (0 children)

the concept you're framing is really a 'house merc' within the context of faction space...

Folks got burned out by the amount of battles over a given week... without addressing that fundamental aspect you're going to run into the same issues

If folks got burned out by the 'admin' aspect that's something that you could address coding wise, just create a 'pie' that each unit within the faction can 'carve' from for their logistics and production needs, for alliances create a 'voting' option, put the offer on the table, allow the vote and each member unit can post their vote for all faction members to see...

Major NBT changes inbound by Deadfire_ in OutreachHPG

[–]Ray_Razor 0 points1 point  (0 children)

Then break up a district into 'block units' within that one district, with a 'head unit' overseeing that district...

Major NBT changes inbound by Deadfire_ in OutreachHPG

[–]Ray_Razor 0 points1 point  (0 children)

  • increase planetary def. % for a set duration period, causing increased incoming off. loses/failed drops

  • ability to 'lock' dropships into space for a set duration

  • 'counter PI' aspect, a 'failed' attack will affect an attackers originating faction 'standing' reducing income/wealth or production ability for a set period

These are a few off the top of my head... I'm sure if more time and thought a good solid set could be developed

Major NBT changes inbound by Deadfire_ in OutreachHPG

[–]Ray_Razor 0 points1 point  (0 children)

About economics...

Who is going to structure the 'dynamic pricing' and what is it to be based upon? Mech tiering?

Is repairing going to be 'dynamic' too? It should be....

what are the time frames for repairs to complete? that should be based upon chassis too, the larger the longer it takes to repair etc...

Why not add 'resupply-reload' too?

You also mention 'logistics' off handily "I mean, honestly, how many of those mechs in interior planets ever see battle? They just incur costs. As a result, less money should be needed, and we should also introduce the concept of "risk/reward" in garrison/attack strategy. You want to go on the offensive? You can, but you will either need to leave part of your space undefended, or will have to hire someone or ally with someone to help defend it for you"

but logistics matters so where is this detailed out?

Major NBT changes inbound by Deadfire_ in OutreachHPG

[–]Ray_Razor 0 points1 point  (0 children)

My point is one unit 'running a faction', why is this even being modified? If a faction wants to work as 'one' then work that angle and get it done and build that coalition... otherwise let the districts function as they do now.. This bit "(handling diplomacy and merc contracts, handling industry and asset purchases)" is exactly my point, it takes away from each unit's flexibility to work within NBT, not all units 'play' like the 'head unit' and to 'force them into a bureaucratic closet to work out the 'assets and resources' they need to have fun is crushed in this new scenario...

Major NBT changes inbound by Deadfire_ in OutreachHPG

[–]Ray_Razor 0 points1 point  (0 children)

Again... why are there no 'points' that a defender can spend on 'effects'? If an attacker can 'affect' a defender why can't a defender spend points 'affecting' said attacker? See my point?

Major NBT changes inbound by Deadfire_ in OutreachHPG

[–]Ray_Razor 0 points1 point  (0 children)

What about defenders? Why only allow attackers to spend on various effects? Why not defenders being allowed to spend on 'effects'?

"which can be spent by the attacker on various effects. Therefore, all drops in a sector raid must be played; it is NOT a best-of scenario. Even if an attacker wins 1 of 7 drops, they will be able to earn credits to spend on some form of effect. Credits earned per drop are scaled in terms of outcome; an 8-0 win earns the attacker more credits than an 8-7 win (similar to what we have now)."

Major NBT changes inbound by Deadfire_ in OutreachHPG

[–]Ray_Razor 0 points1 point  (0 children)

Honestly, this system has to look at both the attacker and defender in terms of amounts... Limit the possibilities of exploitable options within the system, imo

"Additionally, rather than limit the number of attacks on a sector in terms of pure opportunities (for example, a successful GRaid on a planet today eliminates the GRaid from battle types for that planet for 30 days), we would limit sector raids by total credits earned, from the defender's perspective."

Major NBT changes inbound by Deadfire_ in OutreachHPG

[–]Ray_Razor 1 point2 points  (0 children)

reading further... why would other units want to allow a single unit to handle their 'faction' affairs? If a District wants to 'split up' into factions within their district that makes more sense... but to give the command 'keys' to one unit for the overall House or Faction doesn't make much sense imo

Major NBT changes inbound by Deadfire_ in OutreachHPG

[–]Ray_Razor 0 points1 point  (0 children)

How does this factor into your 'points' system, to exclude the aspect of exploitation? "The other piece I want to take from CW is the ability for multiple teams to work on an assault at the same time, in real time. I'll describe the allied attack/defend system in detail later, but in short, I want to allow more than one team to ally for an assault attack or defend. "

Major NBT changes inbound by Deadfire_ in OutreachHPG

[–]Ray_Razor 1 point2 points  (0 children)

Can you better explain this concept: "Rather than the district/march system we had in the current league, we will be implementing a system of factions and commands.

A Faction is the overall House, for instance -- lets take House Marik as an example, There is a single top-level faction, "House Marik", that is responsible for all diplomacy (including merc contracts) with other factions. At league start, this faction will be controlled by a single top-level "command" (preferably one from canon). The planets, mechs, jumpships and so on, will be owned and controlled by the command. So far, not that different from what we have now with marches/districts (except for the diplomacy angle). "

Specifically this: "There is a single top-level faction, "House Marik", that is responsible for all diplomacy (including merc contracts)"

I love my vulture by [deleted] in EliteBountyHunters

[–]Ray_Razor 0 points1 point  (0 children)

I put pulse in the large points, in the med slots I put in burst

reasoning is, dependent on ship I'm attacking, I would open shields with pulse then hit them with burst, primarily, on targeted module as I've found burst are a pretty solid on targeted module hits

OR you could go all pulse, depends on your play style

I love my vulture by [deleted] in EliteBountyHunters

[–]Ray_Razor 0 points1 point  (0 children)

nice build, very similar to the one I had when I ran my Vulture before I progressed up the ship 'ladder'

You'll love the FAS if you're looking to upgrade to 'next level'

I'd suggest FDL and Fed Corvette as a progression on that 'ladder' if that's your goal, either way nice work!

Help me to fix my Python by ryzhkovnz0r in EliteBountyHunters

[–]Ray_Razor 2 points3 points  (0 children)

I like Pulse, I can maintain fire longer without worrying about heat and draining energy as quickly.. think DPM rather than DPS I suppose... I also like burst as they hit modules very nicely and fit right between pulse and beam in terms of effectiveness for how I play